Refactor message bus and lobby networking flow

* Add local message bus emission with optional argument expansion
* Improve message type validation and callback dispatch
* Simplify lobby match join/disconnect handling
* Move lobby server networking toward an overridable `ServerNetworking` base class
* Update lobby scene to use the dedicated lobby server script
* Remove obsolete window configuration and unused RPC stubs
This commit is contained in:
2026-08-09 18:36:28 -05:00
parent 5ab970aec5
commit 1eb057fefd
8 changed files with 76 additions and 64 deletions

View File

@@ -1,4 +1,4 @@
extends Node
class_name ServerNetworking extends Node
var peer: ENetMultiplayerPeer
@@ -44,8 +44,8 @@ func close_connection() -> void:
peer.close()
peer = null
func server_client_connected(id: int) -> void:
Globals.lobby_data.server_client_connected(id)
func server_client_connected(_id: int) -> void:
assert(false, "This method needs to be overridden...")
func server_client_disconnected(id: int) -> void:
Globals.lobby_data.server_client_disconnected(id)
func server_client_disconnected(_id: int) -> void:
assert(false, "This method needs to be overridden...")